I love the fiendish difficulty that suddenly springs on you once you have gotten the hang of how to play.
you reactions have to be spot on and you have to plan one moment ahead in order to come out on top.
the difficulty, while infuriating, never seems unfair and if you make a mistake you know that it was your fault, but at the same time you can always see how to correct your error after the fact, or before the fact with just a little planning.
very fun game... and a bit addictive, I'll freely admit.
my two criticisms of the game;
1. The Environment
vary the environmental aesthetics a bit more (environmental mechanics were amazing up to the point that I have played through). let's see some dim crystal caverns or dark (yet visible) misty chambers. varying colours? maybe and add a bit the the reward segment at stages end (lockehorn's dancing is cute, but add a bit more sparkle... some charm)
2. the abilities
the one thing that I kept thinking was " it would be so awesome if I could jump over over the ice-block (not direction jumping mind you, just a 'hop in place' sort of move)" it would open up opportunities to let the block pass under you harmlessly if you can get the timing right and start pushing from the other side to add more momentum in a shorter time frame and maybe also if you 'hop' with exceptional timing you could 'ride' the block and get a 'ride bonus' until the block hit a solid object, knocking you off the ride bonus (numerical value floating in the air) would then burst into coins and/or gems that you could then collect (similar to when a 'coin pot' is smashed) depending on the magnitude of the 'ride' bonus. maybe also rewards for near misses and 'hopping' over the 'snow bunnies'.
over all great concept, sweet execution.
am still playing right now!
AND EVEN MORE ENTERTAINING!
you've got the imagination. you've got the talent. And, you've clearly got the skill!
now all that is necessary to take your group to the next level is to start exercising your collaborative muscles to benefit from what is clearly a great creative group vibe you all got going on! Don't let this awesome group talent go to waste, and don't let it stagnate at this.
We can all only benefit from you guys going from strength to strength.
p.s. a ducking function might of added another layer to the overall game
being able to kamikaze a soldier and avoid bullets would have been sweet, a
caveat to this would be the inability to see where you are going and loss of
you 'far-sight' ability for the duration of the duck.
may the winds of the stars fill your sails forever.
Hey! that was surprising fun!
and the controls were perfect! a bit sensitive, but i get why! for a game of twitch responses, mixed with forethought strategy, the controls needed to be part of the puzzle
I don't know if anyone realized...
but this game is is poking fun at the nonsensical notion that there can be a conflict less life with out ceasing to be heard, after all, any act on the player's part that would have gone against prevailing opinion or would have voiced her opinion in the face of others' thoughts or ideas would have been, by the very nature of that action, conflict! She (the protagonist) basically had her rights of expression and free speech neutered (yeah subtle puns) by her foolish world view. The idea to couch this notion in a game where you are unable to affect change in the game world and the only actions you can affect are your own was a streak of ironic Genius. the fact that this was a game where the pretext for the game's plot was making a game was even more cold irony, and the commentary about brainless sameness was a delight, heheh the first non-game game that i have played that made sense AND was done right. Some overstimulated ponce didn't take the time to analyse this, but the name "THE LIFE OF A PACIFIST"
SHOULDA CLUED IN THOSE WITH A DICTIONARY AND BRAINCELLS TO SPARE! But please... lets not have a conflict over this. hehehehe. To the author/s of this little delight, this game should make all solipsists quake with impotent fury.
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